March 12, 2021, 17:00 (GMT) |
Cycles: Ensure there is always a single-device Previously enabling denoising will create a multi-device with a single sub-device. This broke assumptions in PathTracer about the fact that we only support single device at this point. Fixes bad render buffers pointer passed to CUDA kernels when denoising is enabled. |
March 12, 2021, 17:00 (GMT) |
Cycles: Fix denoiser not working after recent changes The change which introduced check of denoising parameters made it so denoiser in PathTrace was never created: constructor was checking denosiing parameters with self. For now use a special function from constructor which ensures initialization is fully done correctly. In the coming future the synchronization and locks will be redone, so while this is a bit annoying change it is only to unlock current development. |
March 12, 2021, 14:29 (GMT) |
Cycles: Fix threading issue between scene update and buffers reset It was possible that scene was updated to use denoising passes prior to delayed reset which was re-allocating render buffers. Was unlikely, but still possible: this is because update_scene() was only guarded by the scene mutex, and buffers reset was not using scene mutex. Repro was "simple": erratically toggle "Use viewport denoising" while viewport was rendering. This change makes it so buffers and scene are always in the consistent state. It also moves some logic outside of the run() functions, making it possible to re-use it for both run_cpu() and run_gpu(). Currently the change is limited to run_cpu(), so that it is easier to verify logic before using it in all codepaths. |
March 12, 2021, 14:29 (GMT) |
Cycles: Remove device->task_wait from Session::run_cpu() Should be no functional changes. The reason for this is because rendering tasks are handled by the PathTrace class and the session is not directly interacting with the device. |
March 12, 2021, 14:29 (GMT) |
Cycles: Fix parameters modification blocking UI If any Cycles property which triggers re-synchronization is modified during viewport rendering the interface could have been blocked until the current sample is finished. This was caused by the following factors: - run_cpu acquires a buffer lock for rendering - set_denoising also acquires lock, avoiding denoising to be triggered while settings are modified. This was not noticeable during run_cpu() rendering with old integrator because the render buffer was not locked during entire duration of sample rendering (despite the claim in the comment in the code). So what was happening instead is that the render buffer was only locked during scheduling on the path tracing tasks. Waiting for the tasks to be complete was done outside of the buffers lock. This was avoiding interface lock, but could have caused other threading issues (those issues are outside of the scope of this change). On the run_gpu() rendering it was possible to have interface locked for no reason if sample takes noticeable amount of time. This change makes it so there is no render buffer locked acquired during synchronization unless denoiser settings did actually change. This is still sub-optimal, but makes interaction more pleasant. |
March 12, 2021, 13:40 (GMT) |
Cycles: Initial support of noisy image pass Is rather quick implementation, which should be enough to have proper progressive render+denoise in viewport. Not super happy with the code duplication, and the transparency I am not sure how to support. But maybe this is acceptable for the development purposes. |
March 12, 2021, 13:39 (GMT) |
Cycles: Comment out a lot of logic in TileManager The actual tricky tiling logic is done in the PathTraceWork and the TileManager is mainly tracking state of the current resolution and sample. In the future it can also be used to keep track of big tiles but the logic will be way more simple. |
March 12, 2021, 12:41 (GMT) |
Fix debug asserts and checks in work schedulers The work size can be the same as the maximum number of path states, as they are both sizes (not indices in 0-based arrays). |
March 12, 2021, 12:40 (GMT) |
Cycles: add back light intersection for multiple importance sampling * Intersect closest kernel now intersects with point, spot and area lights in addition to scene geometry. This could later be optimized by adding lights to the BVH. * If such a light is hit, the new shade_light kernel will be executed which will evaluate the light shader and write to the render buffer, then continue with intersect_closest. * The shade_background kernel handles intersection and shader evaluation for distant lights. |
March 11, 2021, 14:01 (GMT) |
Cycles: Support denoiser in the new integrator Implemented as own classes which provide higher level API for rendering pipeline. Currently placed in the integrator folder, which feels a bit strange, but is easy to move these files around. The idea is the following: - Have every implementation to implement Denoiser interface, which goes away from previous implementation on a device level. This allows to more naturally consider Device a way to invoke kernels, without business logic. - Currently Denoiser operates on an entire RenderBuffer. In the future this would need to be changed to operate on a list of render buffers to support denoising of renders done on multi-device. Seems to be "just" a straightforward extension of the currently implemented simple API. Currently Session is requesting denoising as a dedicated call of PathTrace. This is something I am not really sure about: in a way this feels wrong and Session can/should have direct access to denoiser. But on another hand, having denoising done in the PathTracer allows to have a more centralized and comprehensive logic around decision of how many samples to render before update, when to start denoising and things like this. From actual implementation is only OpenImageDenoise with color buffer is implemented. The rest would need a support from kernel. |
March 11, 2021, 14:01 (GMT) |
Cycles: Rename Denoiser to DenoiserPipeline The goal is to have clarity on entity names. The proposed/desired convention: - Device: low-level "glue" logic, which takes care of running functions on a particular device. Algorithm implementation does not belong to device. - Denoiser: breaks down specific denoising algorithm into a function calls which happens on a device. It does not belong to the device because denoising can happen regardless of where noisy image came from: could be file, could be single render buffer, could be multiple render buffers rendered by multiple devices. - DenoiserPipeline: takes care of performing all steps needed to denoise a sequence of frames. In an ideal world DenoiserPipeline will implement a frame accessor of some sort, and use Denoiser to perform actual denoising on a configured device/denoising algorithm. This change only modifies the class name, making room for implementing an actual denoising algorithms as dedicated entities. Further cleanup in naming and structure is needed. It will be revisited once the cross-frame denoising will be worked on as an official core functionality. |
March 10, 2021, 14:27 (GMT) |
Cycles: move integrator specific logic out of device queue The CUDA integrator queue was mostly CUDA independent and highly coupled to PathTraceWorkTiled. Seems better to move the tiled integrator logic into a single class, and keep the queue implementations simple to implement for each device type. The particular motivation for this change was scheduling of most queued kernels, which was getting even more complicated. |
March 10, 2021, 14:27 (GMT) |
Cycles: add path regeneration for new GPU integrator |
March 10, 2021, 14:27 (GMT) |
Fix broken CUDA render after accidentally removed load_kernels |
March 10, 2021, 14:27 (GMT) |
Cycles: change queue work tile handling * Use single method to both pass work tiles and launch init kernel * Support passing multiple tiles * Schedule multiple tiles on the GPU if there is enough space |
March 10, 2021, 14:27 (GMT) |
Cycles: deduplicate DeviceKernel enums |
March 10, 2021, 14:27 (GMT) |
Cycles: greedily execute GPU integrator kernel with most queued items |
March 10, 2021, 14:27 (GMT) |
Fix Cycles GPU viewport border rendering |
March 10, 2021, 14:27 (GMT) |
Cycles: keep track of effectively used part of GPU path state array To avoid launching unnecessary work. |
March 9, 2021, 18:28 (GMT) |
Cycles: Remove unused sample argument It is taken care of in the path tracer, which should be very well aware of how many samples were rendered into the render buffer. |
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